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Quote:You're not punished, there are other things you can be doing than running Tips, none of which are level gated... Well, I suppose rerunning the same TF is still level-gated to 20 hours.What you gain from this is people are not arbitrarily punished if they cannot play the game at similar times 2 days in a row. As it stands now, if one night you had to do something late, and the next day you could not play late, there go your tips/a-merit conversion/TF merit reset/whatever else.
The problem with a specific reset time is you have players all over the world. Your midnight is my 7-10 AM, depending on where you actually are and Australia's mid day. The timer exists to provide a buffer so that you CANNOT run tips faster than once per 20 hours. What you're asking for is to run tips once per 20 hours. Whether or not this is repeatable isn't the issue here, the time buffer is, and right now, it works.
Personally, I'm not a fan of time-gated content at all and wish the developers hadn't slapped such a large reward on these things as to mandate such stringent requirements. 20 missions to swap alignment is already a commitment. That's the better part of Crimson's World Wide Red, minus the Kronos. -
Quote:This, actually, is probably a good sub-theme to explore: how conservative people are with their character themes and costumes in respect to people's own individual tastes. Now, I usually talk big, but I don't actually know the full roster of all that many people (two or three, give or take), and even if I did, I couldn't state what I'm about to say with any authority without coming off like a complete tosser, so let's see if I can phrase it... DiplomaticallyI guess I design characters to be sort of neo-spandex. A nice, cleanly designed suit without being monochrome. I like using white as a contrast/filler/variety colour. It brightens the suit up without being visually filling. I prefer to use the slightly more muted colours without getting dark. Classic superheroes without being too colourful, I guess. You could probably figure out a style from seeing ten costumes I made without any gimmick to them.

It seems to me that a great many people have a small selection of styles, be that in terms of concept or visuals, that they stick fairly close to and generally don't venture away from. Some like classic tights super heroes, some like, anime-esque over-stylised characters, some prefer more down-to-earth ordinary people, and really, that's perfectly fine. You guys pay your own subscription, you SHOULD play whatever you like
However, when I look at my own characters and try to determine a common thread among them, my only reaction tends to be "Holy hell what a mess!" I don't say this to brag (honest!), but more to confess that my own characters are quite literally all over the place. Almost every thread I have ever thought of (that I don't find objectionable, such as disgusting villains and so on), I've made a character from. In fact, what's holding me back from making new characters is I honestly don't know what else to make. And not just what else that I actually like, oh no. I've run out of even themes that I don't enjoy 
That's actually at the heart of what made me start this thread in the first place. I saw the utter chaos that was my character select list and the mess of themes, genres and looks that I have going there, which I'm finding increasingly hard to explain to people that I'm showing the game off to (like a colleague of mine just today) and I wondered... That can't just be me, can it? Am I the only one suffering from a crippling compulsion to try new concepts and new looks and not repeat old ones to the point where legitimate characters have been left unmade, simply because they were "like" an existing one? Yikes!
So far, the responses I'm seeing don't speak well of my mental health
Other than a particular person I know whose characters tend to be sort of bizarre and wild, most people seem to stick to what they like, and it looks like I'm one of the few who find satisfaction in torturing myself with thematics I don't necessarily enjoy, solely so that I can find something about them that I do like. Actually, my character select screen is kind of like my WinAMP playlist - Britney Spears next to Metallica, the Black Eyed Peas next to Lolituma, the Bellamy Brothers right after Beasty Boys... Yeah, my character select screen is starting to seem tidy by comparison 
Let's stick to character creation for the moment, though, just to narrow the topic and give it a point. When making new characters, do you find yourself drawn to what you already know you like, sticking to themes you're familiar with or are you - like me - compelled to test the unknown and sometimes even uncomfortable in search for that next new "like?" -
Quote:You probably aren't, I just don't know how to read absolute coordinatesMaybe I'm wrong but:
N 41º 33' 17.28'' W 71º 29' 32.64''
http://maps.google.com/maps?q=41.331728,+-71.293264
But the Google Maps result for those coordinates doesn't look like what was on the original pic. Now I'm even more confused.
That is to say, I was sure Rhode Island was on the coast directly, but I saw no coast on the original pic, and the specific location in it seems pretty zoomed out, yet if you zoom out that much you end up catching more urban areas and the coast itself. -
Quote:Yes, I remember 2004, too. I didn't have a driver's licence, a job or a higher education degree then.I remember when Dual Pistols were just rumors and the entire Scrapper Community expected them to be a Scrapper set and were extremely excited about it.
Now you are trying to make yourself happy with an APP? That is kind of sad...
Because shuriken and grenades are melee weapons? Because Fire Blast is a melee attack? Have you looked at an Epic/Anchillary/Patron pool lately (as in, since 2005)? -
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That's really what it comes down to - in order to make Mastermind attacks even passable, you have to invest so much into them that there's really no practical way to justify it, short of "Well, I just felt like it!" That's my excuse, anyway. When the CoV ATs were made, I have a feeling that a lot of them were balanced so tentatively that the development team was too afraid to actually let characters use their powers unimpeded. Masterminds were given personal attacks probably because it was deemed odd for a mercs leader to not have a personal rifle, at least, but everyone knows you're not supposed to use it. It's like the AT came up to six powers then stalled and someone said "Well, we might as well throw in a few attacks." and then someone else said "Wait, they're a pet class, they can't deal damage themselves." and then someone else said "Who said anything about dealing damage? I said attacks."
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A little more info might help. You've named your pic "why here" and all the notation it has on it is latitude and longitude. Why would the Vanguard care? Are you playing a word game with the word "vanguard?" Is this a riddle? Are only people who know what you're talking about supposed to get it?
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Quote:This is probably the result of my "mechanics cynicism," actually. When I play a game, I am quite literally incapable of accepting what I see as the basic controls of the game as serious in-character decisions. For instance, in what is an otherwise ostensibly realistic FPS, I don't question the existence of regenerating health through some kind of logical explanation. It exists because patching up grenade wounds with first aid kits would be MORE immersion-breaking and because the game requires at least SOME kind of hit points system. Similarly, in City of Heroes, I don't see morality and alignment as concept-defining states, but more as pragmatic decisions. It's not a question of being loyal to the regime or violently against it, it's a question of which arc I want to run.When a decision has a consequence, and you choose the less advantageous (by whatever metric) consequence purely because "that's the decision x would make", to me, that is the epitome of role playing. But the idea that a decision having little or no mechanical consequence making it MORE indicative of a character's personality? That seems newish and rare to me.
When I'm given a pragmatic result for a choice, I pick what's most pragmatically convenient, and if that choice happens to clash with my character... I seek a way to avoid the choice entirely. However, if I'm given a choice that has absolutely no consequence whatsoever, then I simply won't know what to pick. Giving me a pragmatic choice is a problem, and the solution is whatever is best. Giving me a cosmetic choice is... Well, a choice, and that has no best solution. When none of the options presented to me is empirically "better," then the choice I make becomes truly meaningful. I can't just "pick whatever," so the option I pick must be chosen for a reason, but what reason is that? This is where true genius comes to play. Since I don't have a reason to pick any of the option... I must create one
I have to confess - whenever the game asks me to think, to imagine, to write a story, to step away from what is predetermined by basic game design, when it asks me to create, that is when I truly enjoy it. Anyone can crunch some numbers and beat some dudes. Not everyone can come up with a convincing reason as to WHY this is happening that's taking place on the screen, at least not such a reason that makes you stop and go "Woah! Cool!"
Well, at least that's how I see it
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Quote:You may be surprised if you try to keep track of those, though. Yes, indeed, there are quite a few more examples in recent years, like Knight Commander Meredith, but there's still nothing at all like parity. As well, the basic concept is still pretty set in people's minds. At its base, it comes down to very a very simple physique disparity in fiction - men by and large tend to be strong and stout while women tend to be flexible and dexterous, speaking purely of body build. When that's the artwork in your head, it makes sense to put the chunks in charge of the grunt work and to put the ladies in charge of the gymnastics.I am not sure this is the case anymore. I have noticed that there are more and more warrior women in fiction.
Now, granted, I don't pretend to be some kind of rebel by having most of my heavy lifters be female and a lot of my agility fighters and less physical characters be male. Obviously. But it's just something that's still interesting to me because I still don't get to see it very often outside of my own fiction. It's not non-existent like it was before, but it's still rare.
That's something I really like, as well, and probably not for the same reasons as you. When I play City of Heroes, I don't really get involved in RP. For the most part, my contacts talk at me and I'm expected to show unconditional nodding approval of everything they suggest simply because of the limitations of the game, and so what "character progression" my guys and gals go through happens entirely off-camera. I can't slap Daos upside the head for being an arrogant ****, I can't twist Westin Phipps' head off like a wine cork, I can't feed Willy Wheeler to a hungry shark, so what do I really care about how my characters are interacting with these people? None of the interaction opportunities I'm given are even remotely realistic to their concepts, so I see them as nothing more than a game interface.Quote:The tech we are getting that allows us to make meaningless but fun conversational choices in missions? LOVE IT! I'll love it more when those choices more often lead to alternate story options and resolutions.
Not so with dialogues and the moral choices that come with them. Whenever I have to decide whether I want to save my clone or not, I have to stop and think... Who is this character? What does he believe in? Would he care? Why/why not? Would he rob the bank? Why? Whenever this happens, I'm more or less forced to face the unknown and essentially will character development where there was none, and do so pretty much on the spot. Writing a bio I can delay until level 20, 30, 40... Deciding whether I want to yell at Leonard or act suspicious, on the other hand, I HAVE to decide by the time I get to that point in the arc, because the arc can't progress until I make a decision.
Interestingly enough, being given a choice that has no consequences is probably the hardest type of decision for me, because it forces me to find my own justification for the option I pick. Even when the choice itself has become mundane, what I actually pick depends on the character, and so I am driven to experience something different every time. This is never the same with Praetorian "morality" missions or otherwise normal Alignment missions, simply because those I run for the faction swap or confirmation, not for the morality of the situation. Do I want my character to be in the Resistance or be a Loyalist? Do I want to be good or evil? But never "what would my character do?"
Being given a cosmetic choice in storytelling is, to me, the same as being given a cosmetic choice for my costume - nothing I pick matters, but for the importance I place on it, myself. That sort of experience tends to be new every time
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Quote:Here's the thing, though - this only helps petless Masterminds, and petless Masterminds are the weakest possible characters in the game short of the Determinator. This will constutute a buff which will simply never get used, like giving Stone Armour utility buffs only when the player is flying. I understand that the idea is that if your henchmen wipe, you'll get an instant damage boost (and not by much), but if your henchmen wipe, the LAST thing you want to do is stand and fight. You either run or resummon. Or you die.If you have all six you get nothing but if you only have three you get 10% and if you only have 2 you get 20% and if there's only one you get 30%. If they're all dead you get 50%. Obviously there's probably more suitable percentages that could be made if someone researches it a bit more but if your pets go charging off (which they almost always do in attack mode) it would make you feel like you were being useful (or like any good mastermind; your minions stupidity is infectious
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Trying to judge the distance from your henchmen is also problematic. One could simply say that any henchman within Supremacy range removes part of that damage buff you have, but then all you're doing is creating a no-win duality. Your henchmen are your primary and only real source of damage, and a lot of that comes from the to-hit and damage buff of Supremacy. Intentionally encouraging the player to just round a corner and rob henchmen of Supremacy in return for personal damage is unproductive, because it's always better to have more damage on the henchmen. Yes, they occasionally run off, but a Mastermind really shouldn't be expected to be able to fight without the henchmen anyway. That's why Masterminds have the lowest hit points of any AT. If your henchmen run off, your priority is to get them back. Fighting one-on-one should only ever be done against harmless foes, like single minions or held critters.
What I want to see is the Mastermind being given enough damage for that damage to at least be visible among the hail of henchman fire. It doesn't need to outshine the henchmen, themselves, but I just want to be able to see that I actually did anything and not have my enemies laugh my bullets away.
Any character who has the option to take and use a power should, at least in SOME circumstances, feel like he WANTS to use said power, and this is never the case for Masterminds. We only ever use our attacks when we don't have anything better to do, which isn't all that common since everything else is better. -
Quote:I am, actually. ACC/END/3xDAM. All three of them. I slot them, I use them, and I still feel the things are worthless. A Punk with all three upgrades has the same three attacks as a Thugs Mastermind. I'm sure they're on a lower damage scale (I believe it was something like 0.45 for minions while the Mastermind is 0.55), but here's the thing - my pets are slotted for damage, too - 3xDAM. I'm not sure if a single Punk can clearly outdamage my Mastermind, but I can tell you that something as simple as two of them can.Not sure how much hot water I am stepping into here, but are you slotting your attacks? The general consensus I am seeing is completely against taking them at all, so I am going to go out on a limb here and assume that you aren't bothering to slot them. That is the only way I can think of that your first rank pet's could ever out damage you past a certain point.
But this isn't really a question of who outdamages what. It's a question of "Why did I just devote three power picks and 16 slots to attacks that do a whole lot of not much?" I'm sinking a serious investment into these things, and I'm getting a joke in return. Oh, great, a little extra DPS, which just gets lost in the shuffle of even just a single boss level henchman for a damag-centric boss.
Whenever I've happened to send my Henchmen to attack one thing and ended up with a straggler minion eyeing me up, I've found it's a major chore to take him out on my own. If a minion is down to a third HP from random AoEs, then I can conceivably take down that minion in four or five shots by the time my henchmen are done wiping the floor with the rest of the spawn, but if a minion is at full health and - heaven forbid - resistant to my damage type then I may as well not even bother. I haven't calculated how much DPS Mastermind attacks contribute, but from empirical experience, I know it ain't much. My time, power picks and slots are much better spent taking things that actually help me, like my support powers.
When people say that Mastermind attacks are useless, they mean this in the most literal sense possible - they have no use whatsoever. There is absolutely no practical reason for a Mastermind to take and slot these attacks because Masterminds are intentionally made to have the game's WORST personal damage by a HUGE margin, and a margin which has only gotten wider in the years since they were made. The debuffs on the Mastermind attacks are next to useless and vastly overshadowed by your own support set, their damage doesn't matter and will at best have a marginal effect... Really, why would I ever want to take a Mastermind attack unless I felt like wasting a few power picks and a few slots on gimmicks?
That's all Mastermind attacks are - a gimmick. It's something you can do for the sole reason of demonstrating that you can do it, but without actually achieving any practical benefit from doing so. And that's from someone who takes, slots and uses his Mastermind attacks all the time. They're nothing more than toys that I use to play around with, but which I put away the instant the game becomes serious and I have to actually to worry about survival and performance. Mastermind attacks are the powers system equivalent of the slap/smack emote - they're funny to watch, but they don't do much. Taking and slotting them is about as useful as slotting Sprint and Rest. And Brawl... -
Quote:To be fair, Tech, that kind of stamp-out attitude tends to trod on actual legitimate arguments as a matter of course, and that really helps no-one, but to create even more animosity. The argument that if one server goes down, you can just play on another only works for a certain type of player, that is one who is just fine swapping between characters. This isn't the case for all of us. I grew up on single-character games and RPGs that, though they offered multiple characters, really emphasised you playing just one for the most part. When that one character I had in mind to play is unavailable or, worse still, becomes corrupted or turns out to be broken... There isn't much else left to do.So, really, why should I bother with straight-faced replies to ingratiating little ****s with the common courtesy of pond-bilge, when I can have fun watching them rage instead?
Now, I'm not saying asking for compensation for stupid things is justified. It isn't. These days, people will seemingly ask for compensation from the weather forecast if the sky was a bit too cloudy. However, not all complaints are completely and utterly devoid of reason and not all of them should be should be shot down with reckless abandon and total disregard. Even if people don't always react to problems in a constructive way, some problems really do exist. -
Quote:Stumbled upon it, more or less, but here's the rub - I actually do want to get at least some sort of general feel from our community directly. The reason I ask these questions largely comes from things I've said to friends of mine or things they've said to me, and while I do pose these questions as asking for some kind of objective truth, I really just want to know how you guys feel, personally and in your own words.I don't know if you are familiar with this avenue of media/cultural theory, or if you've stumbled upon it. But if you are interested I do think you should take a look around for some information on "The Other" (as vague as that name sounds).
I mean, I could grab a hold of the Catministrator and ask him why he likes using the specific set of costume designs that he does and I could grab a hold of Zombra (I think) and ask him what he finds so endearing in comic books, but... For the most part, I've actually already done this. I'd like to get a bit of a gleam into the psyches of other people around the game and around the forums, preferably without spamming their inboxes
I know the results I'm likely to get will be mixed as not everyone enjoys making long-wided explanations, but actually hearing what people have to say and noting the way they say these things is very interesting to me, and inspirational beyond that. -
Quote:That's a good point to bring up, by the way. I've discussed the "all characters the same" issue with friends of mine (and it's a tricky subject to approach without sounding critical) and it is part of what inspired me to make this thread. I've noticed quite a few of the people whose character roster I've seen tend to either have a lot of the same character, repeatedly use the same piece many times or otherwise follow the same story over and over again. The trick here is to present this without making it seem like I think this is "wrong."When it comes to character costumes and concepts, people might complain that all of my characters look "the same", but that's because they're all me. Same face, same hair, same build, but the costumes they wear all follow a unique theme. For example, I could be a simple street fighter, or a Victorian-esque Grim Reaper that shoots blood at people.
At the same time, though, getting more feedback from people who DO have rosters of similar characters would be useful to the discussion, I think. While I can certainly appreciate the practice, I can't really "get" it. Specifically, if you've already made a specific character, what do you gain by making said character again? Are we talking just exploring additional ATs and powersets but not being interested in additional concepts?
I actually brought up the topic of wanting ever more different and unorthodox characters as that seems to be a comment mine tend to get a lot of the time, and not always as a compliment. Especially recently, I've been making some truly bizarre creations that tend to surprise even me, and a few I'm proud to say freaked at least a few people out
But being bizarre really isn't the drive behind making them. Much more than that, it's the quest for something new, something I haven't seen before.
Working with familiar controls is comforting, but working with unfamiliar concepts - at least for me - is actually very exciting. -
Mostly, I just meant that I did "other things" while the game was unavailable. I know how much it sucks when you want to play a game but can't, but there really are other things to do for a day.
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Yesterday's maintenance for me was 2 PM to 8 PM. Considering I got home from work early at around 2:05 PM, that was essentially my entire day. For that entire day, I played Human Revolution, instead.
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I realise that you may well be getting tired of me making these "question threads" and for this I apologise. This is just how my brain works. In my spare time, I wonder about things. Abstract things, basic concepts that sometimes don't really have much to do with the subject which inspired me to wonder about them. But at the end of the day, I still feel that the conclusions derived from these questions still have an actual impact in real practice.
I want to avoid the latest "that's what players" expect argument just because we already did this, like, yesterday, but this concerns the question of player expectations nevertheless. Quick question: Try to think back and count how many times you've heard the phrase "it's like this in comic books" or something to that effect on these forums. Go on, I'll wait... ... ... I'm guessing "a lot," but I can't really speak for everyone. The thing is, that's not actually something wrong to say. People like comic books, they come to a game that's ostensibly inspired by and modelled after comic books, so naturally they expect and want what's in the game to be like what's in comic books, to the extent the genre can support it. And that's perfectly fine.
Then, however, there are people like me, and to sidestep the argument of comic books let me give a different example - the common fictional representation of sexes (side-step into a pit, but roll with it). Watch any trailer for any game which gives you classes and lets you pick your character's gender and you'll almost always see big strong men serving as the warriors, tanks or heavy infantry while women serve as mages, archers, marksmen (marks...women?) techs, scientist and anything else that's seen as less brutish and physical. I really don't want to challenge popular preconception here at all, that's not my point. But to me, this is the "base," this is what's expected. So when I sit down to make characters of my own, I start to think what I could do that HASN'T been done before. Yes, cute bruisers, matriarch and so forth have been done in the past, but they are significantly less common in fiction, and as such they draw my attention.
This presents me with something of a dichotomy, even if it's never as binary as I may end up presenting it as. On the one hand, we have this draw for everything that's familiar to us. I'd call it "nostalgia," but it goes beyond simple affinity for the past. In the very simplest of terms, people like what they like, and they will naturally tend towards the things that they have already known before and that they have already found to like. A comic book fan who chooses to branch out into video game will naturally prefer a comic-book-like game. That's really perfectly natural.
However, on the other hand, you have people who actually reject the things they are familiar with. Call it short attention span, call it easy boredom, call it an adventurous spirit, it doesn't matter. The simple fact, however, is that some people just don't want to keep repeating the same experiences over and over again and instead always look for new ones. Always that new sound, always that new idea, always that cool new game that does things completely differently. In this day and age saturated with dirt brown and gunmetal grey hollow shooters, it would be natural for a long-term shooter fan to throw his hands in the air and look for something completely different that isn't a shooter at all just to rekindle his love of games in general, is it not?
This is the duality of wanting something that's familiar and wanting something that's different. To prove that my own dichotomy isn't as binary, allow me to use myself as an example. Speak with anyone who's ever trolled my posts and they'll tell you that I'm pretty much the most conservative, static person in the game. I don't like change, I don't like new systems that weren't needed, I don't want the game to be anything other than what it already is. So on the one hand, I hold onto what's familiar with a dead man's grip. When it comes to concepts, however, things are completely the opposite. In terms of character ideas and designs, I'm always looking not just for something new, but intentionally and specifically for something I don't like.
For instance, I never really liked the classic tights super heroes. Just not my thing. Nevertheless, on a whim one day, I went ahead and made one anyway. It was a challenge - how could I take this thing I don't like and make something I like out of it? The "how" is complex and not very interesting, but the result was a success. Not only had I made a tights super hero, but I had expanded my own horizons and the boundaries of my own preferences. Having forced myself to experience a new idea that I wasn't comfortable with, I gained new skills and new likes. This trend has repeated over the years, expanding my horizons into many different concepts that I could never have dreamed of.
Back in 2004, I only really had two or three real characters because I simply didn't have ideas for any more than that. Everything else seemed dumb and uninteresting. Come 2011 and I have 50. To most of you, that may not seem like much when some have hundreds upon hundreds. However, each of my characters represents a wildly different idea, and each and every single one represents one more step in expanding the field of characters I can work with. Even to this day I still look for more character concepts that I haven't done before and possibly that I don't like to continue this process.
At first, it may seem like asking whether you prefer things that you're familiar with or things that are different isn't much of a question. However, think about this for yourselves, look at the history of your hobbies and your desires and you may find more patterns there than you suspect. Those are what I want to know about. Obviously, all of us prefer a little bit of both. I just want to know where that boundary lies for you. -
Quote:Except what was suggested in the OP will never fly as Power Pools, and I can give you a positive guarantee they won't even work as Epics for everyone. You can't offer power pools that could constitute the better part of a Blast set if you chose to go with them, even with the associated drawbacks. Pools are supplementary powers, and these have the potential to turn into primary powers if you take enough of them.They were meant to be Standard pools, as any old schlub could pick up a gun or knife, whereas APPs and PPPs are a special group of powers only available to the mighty heroes and villains. I suppose Munitions may walk the line there a little, but they seem to represent the more high-end weaponry, where my pools are just the standard weapons.
The only reason I'm suggesting Epics is because Epics are the only place where an AT clearly and deliberately breaks out of its designated role. Melee get ranged attacks, ranged get shields, controllers get damage and so forth. If you're looking for something that upsets balance this strongly, that's an Epic pool.
I realise that anyone could pick up a gun or a knive, but not everyone can knife down a giant robot. -
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Here's the thing - when I log into City of Heroes, it's to play a specific character. If I can't play that specific character, I'll play another game entirely. Technical difficulties are one thing, and they're perfectly understandable, but suggesting I upset my comfort as a response is quite another and not in the slightest tolerable. As was said lower down, if I can't play the character I want on the server I want, then to me, the entire game is in downtime, because I don't want "the entire game," I want that specific character on that specific server.
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Any "disaster" I can completely and totally miss by skipping on a few hours of gameplay probably isn't a big enough deal to merit fifteen threads about it.
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I want the giant school girl's pink backpack. Sooner, rather than later
If this connects to the back properly and doesn't hang way off like the Steampunk Boiler, this will be very, very sweet. I'm not sure whom I could give this backpack to, to be honest, but I'm sure I'll think of something when the time comes.
Also, Barbarian: I was right! Both the shield and the sword are new. Coolness! I wonder if women will get either and how much they'll be scaled down, but new shields is good. We've been due for more for a long time. Also, that ring strap is new. Definitely new. Sadly, like with most Barbarian items, I want this for women, but even just for men, it's a very good detail Definitely beats the old ring strap by a mile. -
We really need a new abbreviation, because to my sensibilities, any Praetorian EATs should be called "Nomnoms."
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We've been having a lot of these extended maintenance windows lately, and Zwillinger warned us to expect a few more. Something to do with hardware upgrades in preparation for Freedom. We should also probably not expect any real patch notes other than "Stability changes" or "Performance changes," as that's what they've been doing for a while noww.
I kind of want to hope this is Freedom since, you know, I want it, but the Zombie has a point - with a head start planned and a promotion this big, a surprise launch just isn't an option. If they haven't made an announced, that ain't it.
Oh, well. I've been meaning to start a human revolution. Might as well do it now that I can't play City of Heroes. -
Quote:Not quite. Characters have a "weapon slot" and they only save anything to that slot if they have a weapon in it. Kind of like how not every character has data saved in his costume file for a cape if said character doesn't have a cape.I dont know exactly how the costume interface and character database work, but I would guess that every character holds the weapon customisation costume data, ie what type of claws, sword, pistol etc they use. For most characters this is never exposed to editing, and set to default.
Furthermore, all existing Temp powers use props from the powers system, not weapon customisation costume items. The revolver in the Revolver Inventions Temp power is not a costume item, it's a prop no different from Fire Sword, Stone Mallet or Hurl Boulder. It's the same between all three models because it's the same one prop set by the power, rather than a costume piece placed on the player's costume. Temp power weapons are, therefore, not customizable, and I highly doubt they ever will be.
That's my point - relying on temp powers is not a good solution. These aren't customizable, they aren't subject to slotting and they run out. Having these as actual Epic powersets would solve a lot of these problems as even for lack of a power customization interface for them, weapons from Epic sets can already be rigged to be customizable, as the weapon from Munitions Mastery is.
